
Mini Metro
Minimalist strategy game about managin transit system
On this page
Mini Metro
Background
Inspired by their experiences at navigating the London metro map developers from Dinosaur Polo Club jammed and created the game about managing the rail transit networks.
And in the process they’ve mastered the Minimalist approach to game design.
Lets see how they did that.
Gameplay: Easy to learn, hard to master
So, what do you do in the game? Basically the game loop is as follows:
Fewer game elements you have – easier to learn their basics
Fewer game elements, also allow you to pay more attention to polishing their Mechanics.
Difficulty spikes up fast after initial weeks and you start revising your strategy before angry city government closes up your underground.
Gameplay
UX: Quick to boot
The UI/UX of the game is top notch too:
The last point are also why I find it's mobile version as a good example of plug'n'play kind of a game.
I found myself playing Mini Metro while waiting for lunch, for friend or even while riding the subway! Meta!
Aesthetics: Elegant
Sound design was codeveloped with Disasterpeace.
The procedurally generated sound FX form the abstract music that feels chill while you’re doing okay, but unnerving when peeps (passengers) start to overcrowd.
The game is a love letter to graphic design. It feels like an ode to legacies of Harry Beck's London Tube map and Massimo Vignelli’s New York City Subway map.
Overall, I would say that even if the game didn’t have all the texts and translations, the graphic design, animation and player’s real life experiences with the signage would do keep it accessible.
Variety
To talk about risks of minimalist approach I need to tell you about the Level variety
Level variety
So, each level in Mini Metro is a different city.
And their variety is achieved by manipulations with...
What’s even cooler:
After unlocking every level I started completing hard challenges. I felt awesome when I did the 1st three levels, but then I've started noticing the repetition in challenge rules and pretty quickly lost interest in completing them.
So it means that for me at that point the game has lost the sense of novelty
Possible solutions I would suggest - adding more character to the cities by:
Previous
Previous article
Next
Next article
YBdesigning is a personal blog and guide into game design by Yelnar Bolatov, classical web & app UI/UX designer
More
Home
Get Started
Foundations
Variables
Components
Cases
Blog
Mini Metro
Minimalist strategy game about managin transit system
On this page
Background
Inspired by their experiences at navigating the London metro map developers from Dinosaur Polo Club jammed and created the game about managing the rail transit networks.
And in the process they’ve mastered the Minimalist approach to game design.
Lets see how they did that.
Gameplay: Easy to learn, hard to master
So, what do you do in the game? Basically the game loop is as follows:
Fewer game elements you have – easier to learn their basics
Fewer game elements, also allow you to pay more attention to polishing their Mechanics.
Difficulty spikes up fast after initial weeks and you start revising your strategy before angry city government closes up your underground.
Gameplay
UX: Quick to boot
The UI/UX of the game is top notch too:
The last point are also why I find it's mobile version as a good example of plug'n'play kind of a game.
I found myself playing Mini Metro while waiting for lunch, for friend or even while riding the subway! Meta!
Aesthetics: Elegant
Sound design was codeveloped with Disasterpeace.
The procedurally generated sound FX form the abstract music that feels chill while you’re doing okay, but unnerving when peeps (passengers) start to overcrowd.
The game is a love letter to graphic design. It feels like an ode to legacies of Harry Beck's London Tube map and Massimo Vignelli’s New York City Subway map.
Overall, I would say that even if the game didn’t have all the texts and translations, the graphic design, animation and player’s real life experiences with the signage would do keep it accessible.
Variety
To talk about risks of minimalist approach I need to tell you about the Level variety
Level variety
So, each level in Mini Metro is a different city.
And their variety is achieved by manipulations with...
What’s even cooler:
After unlocking every level I started completing hard challenges. I felt awesome when I did the 1st three levels, but then I've started noticing the repetition in challenge rules and pretty quickly lost interest in completing them.
So it means that for me at that point the game has lost the sense of novelty
Possible solutions I would suggest - adding more character to the cities by:
Previous
Previous article
Next
Next article
YBdesigning is a personal blog and guide into game design by Yelnar Bolatov, classical web & app UI/UX designer
More
Home
Get Started
Foundations
Variables
Components
Cases
Blog
Minimalist strategy game about managin transit system
Background
Inspired by their experiences at navigating the London metro map developers from Dinosaur Polo Club jammed and created the game about managing the rail transit networks.
And in the process they’ve mastered the Minimalist approach to game design.
Lets see how they did that.
Gameplay: Easy to learn, hard to master
So, what do you do in the game? Basically the game loop is as follows:
Fewer game elements you have – easier to learn their basics
Fewer game elements, also allow you to pay more attention to polishing their Mechanics.
Difficulty spikes up fast after initial weeks and you start revising your strategy before angry city government closes up your underground.
Gameplay
UX: Quick to boot
The UI/UX of the game is top notch too:
The last point are also why I find it's mobile version as a good example of plug'n'play kind of a game.
I found myself playing Mini Metro while waiting for lunch, for friend or even while riding the subway! Meta!
Aesthetics: Elegant
Sound design was codeveloped with Disasterpeace.
The procedurally generated sound FX form the abstract music that feels chill while you’re doing okay, but unnerving when peeps (passengers) start to overcrowd.
The game is a love letter to graphic design. It feels like an ode to legacies of Harry Beck's London Tube map and Massimo Vignelli’s New York City Subway map.
Overall, I would say that even if the game didn’t have all the texts and translations, the graphic design, animation and player’s real life experiences with the signage would do keep it accessible.
Variety
To talk about risks of minimalist approach I need to tell you about the Level variety
Level variety
So, each level in Mini Metro is a different city.
And their variety is achieved by manipulations with...
What’s even cooler:
After unlocking every level I started completing hard challenges. I felt awesome when I did the 1st three levels, but then I've started noticing the repetition in challenge rules and pretty quickly lost interest in completing them.
So it means that for me at that point the game has lost the sense of novelty
Possible solutions I would suggest - adding more character to the cities by:
Some spare thoughts
Mini Metro is very accessible!
Conclusion
So, there we have it.
Mini Metro is a champion of minimalism:
But for me personally it haven’t escaped the main problem of minimalist approach: The lack of novelty over time.
It’s just my opinion!
Still the game is awesome and I recommend it for everyone who loves trains, game design, strategy, graphic design and trains!
References
Watch:
Read:
On this page
Mini Metro
Previous
Previous article
Next
Next article
YBdesigning is a personal blog and guide into game design by Yelnar Bolatov, classical web & app UI/UX designer
More